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Elite Dangerous: Odyssey Update 5 | Part 1

Greetings Commanders!

At approximately 07:00 UTC / 08:00 BST today, we deployed 'Update 5' to address a number of issues and implement some quality of life improvements to Elite Dangerous: Odyssey.

Patch notes reflecting such can be found down below for you.
These are split into two, individual posts for a more convenient break down.


Updates Of Note
  • Shared Missions added.
  • Outfitting UI flow updates.
  • All ship cockpit lighting updated.
  • Neutron star brightness rebalanced.
  • Softened AI crime scanning behaviour to be more lenient.
  • Increased the chance of finding rare materials at fumaroles.
  • Improved terrain fidelity on legacy settlements and planet ports.


Shared Missions
  • All of the missions added in Odyssey can now be shared with your teammates.
  • Players who are in a team will now see a 'share' button on any Odyssey mission transaction panel entry.
  • Clicking the 'share' button will share that mission with all current teammates.
  • Teammates have the option to accept or decline this invitation.
  • Once a shared mission is accepted, that player will see the mission's contents in their transaction panel and continue to get updates as the mission progresses.
  • Teammates who are part of the shared mission through to completion will be eligible for a similar selection of rewards as the player who picked up the mission.
  • Shared mission rewards are picked up from the mission board at the port the mission was originally obtained from.
  • Reward options for teammates the mission was shared with are restricted to credit, reputation, or item-focused reward options.
  • Influence-focused reward options are not available to non-mission-owning players (this means that the successful completion of one mission will result in the same impact on influence as before this update).
  • Items extracted by teammates on the shared mission will automatically be moved to the mission owner's inventory upon embarking into a ship or otherwise departing the area.
  • Teammates participating on a shared mission who suffer from a critical injury (where they would normally lose their backpack contents) will not cause the mission to fail. If this player was holding an item important to a shared mission, it will now be dropped onto the floor and can be recovered by another player.
  • Players who are active on the shared mission will also see mission critical objects highlighted on settlement terminals, and will be able to mark these for their teammates.


AI
  • Fixed an issue where AI could become stuck if they are unable to navigate to one another for conversations.
  • Fixed the helmet state being set incorrectly on AI that were spawned by a different client (Some AI were basically seen without helmets when they should have had them).
  • Scan position and warning status resets once the scan animation starts, to prevent issues seen with AI escalating before finishing the intended scan behaviour.
  • Fixed an exploit where players could jet pack away from scans without repercussions.
  • Fixed an issue that could cause AI to not spawn at higher difficulty levels.
  • Smoothed AI pathing as they navigate around between areas of interest (AI will walk around more naturally in their set directions).
  • Fixed an issue with mutliple AI picking the same patrol routes.
  • Updated handling of AI patrol routes to be more robust when players join instances at different times.
  • Fixed an issue where multiple AI could assign bounties to a player for the same instance of trespassing.
  • Improved the AI investigation behaviour when a suspicious target is in an unreachable position.
  • Fixed an issue preventing settlement hostility from being transferred to other players vessels when boarding a teammate's ship.


Audio
  • Fixed some audio issues with the grenade timer and pin pull. They should get obstructed correctly now too.
  • Fix for the FSD jump sound on NPC and other people’s ships not always being audible at certain distances. This was often silent when dismissing your own ship.
  • Additional fix to the cargo bay ambiences being audible in the cockpit of some ships in certain conditions, or even outside the ship. This often occurred in the sidewinder, and was made more obvious due to the close proximity of cockpit to cargo bay. The offending sound should now remain nicely audible when being deployed as an SRV or conflict zone combatant, but not other situations.
  • Fix the sound for conflict zone battle stats UI screen pop up sounding too much like a grunt!
  • Mix improvements on the conflict zone UI sounds.
  • Fix for metal surface footsteps coming through the rear channels when in surround sound. Should be consistent now.
  • Reduced volume of a very loud industrial tank ambient spot sound, that exists on the exterior of some buildings sometimes.
  • Fix for station menu ambiences going silent, if you exit a menu screen and then go back to the same one very quickly before the first one has faded out.
  • Various fixes to grenade bounces. Mix improvements, should be more consistently audible now. Fixed the concrete grenade bounce that sounded odd. Fixed the thump which was sometimes quiet. Improved the obstruction on the bounces.
  • Fixed a few of the system map ambiences (from each planet type) that were a bit harsh sounding.
  • Fix for the plasma flyby sounds sometimes getting stuck on.
  • Fixed one of the planetary ambiences that wasn’t looping correctly.
  • Fix for the first shot of a burst of automatic weapon fire sounding too prominent at certain distances.
  • Removed a couple of apex vendor voice lines which were a little misleading, for example saying the shuttle is ready to depart even though it isn’t.
  • Fix for passenger cabin allocation UI sound becoming higher pitched and inaudible after it’s been used a few times.
  • Various mix improvements on combat. Including:
  • Fix for hit notification blips sometimes losing their attack/bite and therefore getting lost in the mix.
  • Bullet whizbys (great word, right?), impacts on self and hit notification blips, should all sit in the mix more comfortably.
  • Improvements to the way weapons that are firing at the player get volume and priority boosts.
  • Improvements to the way the weapons mix at various distances.
  • Improved the way the sounds for the energy link tool and the recharge port interact with each other.
  • We should now get some suit recharge audio, when recharging from your ship's boarding circle.
  • Mix tweaks to other people’s footsteps. Shouldn’t get quite as loud in some situations.
  • Fix for the sound of the lights inside hangars powering up, not being audible from all perspectives.
  • Improvements to the way the audio for menu boot up idents is managed (station menus, and settlement consoles).
  • Fix for some Conflict Zone UI sounds being audible even if you are not actually involved in the conflict.
  • Fix for a couple of the station services UI background ambiences not playing.
  • Fix for objects sometimes having incorrect audio obstruction values when they first spawn in.
  • Improvements to the audibility of other people’s sampling tools.
  • Fix for the audio perspective being broken during the conflict zone respawn external views.


Character
  • Fixed an issue where some models on suits didn't render in the vanity camera.


Codex
  • The Pilot's Handbook Maps guide has been updated to support the recent map interface changes.
  • Renamed 'Settlements Visited' to 'Settlements Docked At'.
  • Added number of planets set foot on.
  • Added number of suits & weapons owned.
  • Fixed up the labels and units of credits spent on / number of premium items bought.



Conflict Zones
  • Fixed control point colours appearing inconsistently in multiplayer.
  • Fixed an issue where shooting allies in ship vs ship conflict zones didn't cause them to elicit a "friendly fire" response.
  • Fixed "combat bond awarded" notification appearing in situations where no bond has actually been awarded (e.g. killing an ally in a conflict zone).
  • When a side of an on foot conflict zone goes below 750 points, new players should not be able to join the instance, this now has the exception of wing members of players already in the instance.
  • Fixed an issue where when in a wing, members of the enemy team didn't always appear red and allied team members didn't always appear green.


Crashes/Stability
  • Fixed a softlock during multicrew hyperspace transitions.
  • Fixed a crash caused by being in the turbolift and opening the main menu.
  • Fixed an issue where the thumbnail manager occasionally caused a crash.
  • Fixed a crash seen when navigating between carrier packs in the livery.
  • Fixed a crash caused by trying to sort items for sale.
  • Fixed a crash which occurred when there was no mission data when opening a mission related item.
  • Fixed an occasional crash when leaving an area.


Crime
  • When reloading into a settlement the player will start with weapons holstered to prevent issues of reckless endangerment.
  • When travelling in another player's ship or a shuttle, the fines and bounties displayed on the transaction panel, the internal panel and the system map now refer to those of the Commander you are playing, not the ship's owner.


Engineers
  • Updated Hero Ferrari's referral task text with the correct quantity.
  • The referral resource is now hidden if the player hasn't selected the 'refer me to another engineer' conversation option yet.


Factions
  • Updated all starsystems' information towards the end of each day's faction simulation "tick", instead of notifying each starsystem in turn as it's processed.
  • Rebalanced faction consequences for all on foot and in space player activities.


Fleet Carriers
  • Fixed a star with a really small radius, which was causing problems for fleet carriers in the system.


Interactions
  • Fixed the energy link from firing early if the fire button is double clicked in a small time window.
  • Updated the animation and audio for the sampling tool.
  • Fixed an issue where the energy link tool incorrectly charged while in siphon mode.
  • Fixed an issue where a player would be marked as trespassing even though a trespass zone was disabled.


Lighting & VFX
  • In addition to improvements to all materials, lighting of all Ship & Fighter cockpits have been improved.
  • In addition to improvements to all materials, lighting of the SRV interior has been improved.
  • Lighting has been improved for Thargoid Ships.
  • Cockpit damage effects have been re-balanced.
  • Improvements to the scaling and lighting on Fleet Carriers.
  • Weapon thumbnails have improved framing.
  • Weapons in the Outfitting view have improved framing.
  • Logo spotlights are now brighter.
  • Improvements to the scaling and lighting on Installations.
  • Tourist Habitat Doors will now longer be emissive when the Settlement is offline.
  • Frontline Solutions screens will now be less emissive.
  • Removal of redundant light from Inter Astra advert.
  • Improvements and fixes to Ship Shields.
  • Fix for a stray lensflare that could appear in the inner dock of an under repair station.
  • Neutron star brightness rebalanced.


Livery
  • Fixed an issue where some flight suits didn't appear as options within livery such as Vibrant or Pioneer or LaveCon.


Missions
  • General improvements to mission stability.
  • All Odyssey missions have received an update to their HUD objective text to display the mission type that they are undertaking, as well as displaying whether the active mission is shared or not.
  • Improved accuracy of mission critical objects being highlighted on settlement terminals.
  • Fixed Raid missions not giving mission rewards after hand in.
  • Fixed players being granted mission items and data after negotiation despite not accepting the mission.
  • Fixed non-violent Sabotage missions not spawning on mission boards.
  • Fixed Shutdown missions targeting settlements owned by the mission providing faction.
  • Fixed Reactivation, Restore and Recovery missions targeting settlements owned by factions that are not the mission provider.
  • Added a scavenger warning in the Mission Help UI to inform players that they might encounter threats at offline settlements.
  • Improved mission flow for Digital Espionage missions that target offline settlements.
  • Fixed an issue that prevented the mission board immediately updating the credits balance.
  • Fixed an issue where missions could all point to the same destinations. Now mission boards will have a maximum of one mission of each type going to any single settlement.
  • Fixed being unable to upload data in some covert infiltration missions.
  • Fixed the shuttle sometime not showing up at the end of the tutorial .
  • Enemy mission target ships will no longer jump out when lower on hull to prevent them exploiting regaining health.


Organics
  • Increased the chance of finding rare materials at fumaroles.


Optimisation
  • Various audio optimisations.
  • Adjustments to scaleform texture updates to fix GPU stalls.
  • Fixes to the stability of the occlusion culling system.
  • Inner dock geometry and landing pads now have occlusion meshes.


Planets
  • Improved terrain fidelity on legacy settlements and planet ports.
  • Fixed the asteroids in a ring not moving correctly if you are in a ring stations rotation.
  • Fixed banding effect seen in planet colouration.
  • All Settlements now have additional terrain undulation and detail around them.
  • Fixed seams that could appear in planet textures.
  • Fixed some repeated patternation that could display in the planet fine textures.
  • Visual improvements to the fine textures on planet surfaces, as well as how they are blended have been made.
  • Alignment of planet normals have been made more consistent with terrain.


POIs
  • Added POI locations to the HUD compass.
  • Added the threat level to the missions POI name.


Rendering
  • AMD FidelityFX CAS has now been integrated, and can be adjusted on a slider in the quality settings menu.
  • An upscaling option that allows the Player to switch between FidelityFX and Normal has been added into settings.
  • Fix added for the ground occasionally appearing black inside buildings.
  • Fix added for incorrect asset culling in hangar lobbies.
  • Fix added for scatter rocks sometimes appearing in POI assets or buildings.
  • Fix added for some scatter rocks appearing to be invisible.
  • Improved gamma correction on in-world UI textures - panels and terminal screens shouldn't be able to get as dark as before.
  • Improvements and re-balance of the Neutron Star lensflare.
  • Shadow Quality has been split into two separate settings: Directional Shadow Quality and Spot Shadow Quality.
  • Fixes applied to the light scaling logic of spotlights.
  • Asteroid Station Bases have been fully updated to PBR, with the addition of improvements to textures.
  • DSS scan effects balanced to brighten visibility of hotspots.


Server
  • Fix added for space conflict zones and fleet carriers occasionally being placed in the wrong frame of reference, when there's not enough room between a stellar body and its closest child.
  • Various fixes applied for teams & multicrew when helm or members disconnect.
  • Fixed an issue with Thargoids not progressing correctly at 100% in starsystems with recent fleet carrier movements.
  • Improved mission server matchmaking.
  • Fixed some combat bond vouchers not being awarded correctly when more than 4 Commanders were credited with it.
  • Fixed a rare issue with Commanders flying in a private group not always being directed to the best available server during hyperspace jump.
  • Fixed remaining issues with updating the right hand cockpit UI when ranking up to rank 10 in all careers.
  • Fix the rank up inbox messages to only include the message about harmless insurance discount on the very first career rank up.
  • Added some missing settlement sizes and difficulties for some Horizons & Odyssey settlements for Odyssey players.
  • Fix added for being unable to edit bookmarks once the capacity limit has been exceeded.
  • Various performance & reliability improvements.


Settlements (new for Odyssey)
  • Fixed floating AI at certain animation points within Large Agricultural Building and Medium Command Building.
  • Fixed AI intersecting containers when scanning them.
  • Moved wall mounted energy cell dispenser so it doesn't obscure screen.
  • Increased Authority of some AI that were unable to pass through doors along their patrol routes.
  • Fix added for AI to walk up main path of buggy pad at a small tourism settlement.
  • Improved positions of consoles and dataports within a small reactor building.
  • Fixed position of exploding barrel in a small storage building.
  • Fixed potential situation where all exterior guards could be Authorisation 0 at a small research settlement.
  • Adjusted Authorisation for exterior corpses at a Small Agricultural Settlement.
  • Fixed floating corpses at a Medium Agricultural Settlement.
  • Fix added for small untextured poly that could appear behind explosive canisters.
  • Screen textures and lighting now align for billboard adverts.
  • Fix added to correct some z-fighting on a modular habitat wall piece.
  • Fix added for misaligned windows and additional visual improvements on a Command/Power building.
  • Fixed missing hitcheck on section of the exterior archways.
  • Improvements to box/crate LODs.
  • Fixed LOD transition on a storage prop.
  • LOD fixes for FUI screens at Engineer Bases.
  • Visual improvements to some metallic materials.
  • Advert screens will no longer display when present at an offline settlement.
  • Removal of some floating lights found at specific settlement.
  • Improvement to settlement duckboard hitchecks.
  • Box moved from a specific Settlement location to prevent players from being able to get stuck behind it.
  • Fixed a bug causing the Goliaths to spawn at a settlement that had been brought back online.
  • Fixed turrets firing upon their own faction for trespassing.
  • Corrected alignment of some stairwell geometry to fix incorrect culling when stood at certain angles.


Settlements (legacy)
  • Guardian Site Terminal hitcheck improved.
  • Fix applied for offset pipes at some Legacy bases.
  • Fix applied for stretched texture around large landing pads on radial ports.
  • Fix applied for slight alignment issues with hangars.
  • Improvements to faction logos have been made.
  • Fixed LOD transition on a ceiling piece.
  • Improvements to materials in the inner dock, and on landing pads have been made.
  • Landing pad number holograms are now slightly brighter.
  • Improvements to materials on the Ancient Skimmers and Crystals have been made.
  • Fix added for silos intersecting with an interior wall.
  • Improvements to the large planet port landing pad hitcheck have been made.
  • Adjustments and improvements to metallic materials in hangars have been made.


Ships
  • Visual improvements and UV fixes for materials in all Ship cockpits have been made.
  • Improvements to Camera Suite angles for Cobra MKIV, Viper MKIV have been made.
  • Improvements to Adder hangar camera positioning have been made.
  • Fix added for some unusual aliasing on the main panel of Lakon ships.
  • RCore branding has been removed from the Empire Eagle and has been replaced with Gutamaya branding.
  • Improvements to the materials of capital ships have been made.
  • Improvements to the textures and visuals of the modular fighter bay have been made.
  • Improvements to the materials on the Keelback drive units have been made.
  • Fixes to the UVs on some of the Corvette shipkit parts have been made.
  • Improvements to the ship auto launch to help prevent impact/damage when leaving a planetary port have been made.
  • Fixed unmanned motherships moving forwards when fighters are trying to dock.
  • Fixed the throttle being stuck for 5 seconds after a hyperspace jump when using Hyperspace Dethrottle.
  • Fixed Farragut-Class Battlecruisers being given incorrect names.
  • Continued fixes to ship paintjob colouration and appearance:
  • Vulture Metal Camo

Fix for the mixed up colour values on the Red & White Fleet Carrier paintjob
  • Crossfire (Metal Camo)
  • Galvanised
  • Chrome
  • Golden
  • Azure
  • Osiris
  • Festive
  • Icarus
  • Mechanist
  • Military
  • Slipstream
  • Turbulence
  • Vibrant
  • Imperial Cutter default
  • Apollo Green



Social Spaces
  • Improvements have been made to the positioning of crates in the Vista Genomics area.
  • Fix added to prevent players getting stuck between sloping windows and tables in the habitat bar.
  • LOD fix added for the Inter Astra holoscreens.
  • Corrected some misaligned geometry in the bar area of social spaces that caused issues with culling.


Continued in Elite Dangerous: Odyssey Update 5 | Part 2...